Avatar

Dreamnomad

Dreamnomad

About

Username
Dreamnomad
Joined
Visits
4,633
Last Active

Comments

  • I'm good with Demo's mori staying as is. An actual decapitation feels unnecessary and out of sync with the rest of the game. Basically, I think it is for the same reason that survivors don't have giant holes in their chest after they are hanged on a hook.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/703318#Comment_703318

    I honestly don't see the problem because the Bloodweb works in a way where you aren't forced to pick anything. However, if you have multiple things you don't want, then that might be a bad sign that it's the perk's fault - not the Bloodweb's fault. :)


    It 100% is possible to be forced into picking something you don't want. I'm sure I'm not the only one who has been forced into buying a purple fog offering as a killer. I'm not some scrub that doesn't know how to use the bloodweb. I went toward the perk I wanted most then the non-teachable perk lost the coin toss and was blacked out only leaving the teachable perk and the rest of the bloodweb. I proceeded to work my way around the bloodweb prioritizing the good stuff. It wasn't until I had about 3-4 picks left in the bloodweb that I realized I had been checkmated into the teachable perk being the last thing left.

  • @Peanits If you could bring this issue up at the next meeting it would be greatly appreciated.

  • I don't think there should be any negative options, but other than that I would be okay with the idea. But I also think it is entirely unnecessary and they could spend their development time on more important things.

  • I did have one blue screen of death today. I was trying out Dying Light that game as well. Considering how long the lobby wait times are, I was not happy.

  • I've never even heard of this event. I really doubt there is going to be a large portion of the player base effected by this. There isn't very much time before the double bloodpoint event starts. I imagine many players have put in for time off at work or made arrangements so they could get in a lot of games during the event. It isn't fair to those players to change the dates now.

  • Can you spell it pipping and not piping? Piping up means to "speak out" or "speak up". I thought this thread was about something else entirely. Personally, I agree what ranking up at red ranks has gotten out of hand with the new system. There isn't any reward for getting to rank 1 so it doesn't really matter all that much right now. But they are looking at introducing rank rewards in the current road map so it will be relevant very soon. Better to fix it now than later.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/701085#Comment_701085

    If you saw Otz' vid on his demogorgon basement build, you can tell just how strong he can be, especially with Make your choice.

    A lot of people don't realize he can be absolutely brutal in the right hands.

    However, he's also really good with STBFL since shred doesn't decrease the amount of tokens he can have. So you can use it at tier 1 and still keep 8 tokens. Most people don't realize you'd have that perk either.


    I'll have to experiment with STBFL on him. Another thing I don't know how many people have figured out is with Shred survivors can't run through you after a successful attack. So if you find someone hiding in a corner or somewhere you can body block them, you can do a shred attack and they can't escape so you can get off a second free hit. One down side to shred I've found is if a survivor has exposed, shred won't one hit them.

  • Looking through this thread I feel that too many are too quick to judge. I was a little underwhelmed my first few games too. Then I started to learn. There are quite a few nuances to playing Demogorgon. The lunge is pretty straight forward, but still takes practice to learn when to use. The portals are the tricky thing.

    I've learned that Demo is particularly good at tunneling survivors. Hook a survivor, drop a portal and walk away, then try to guesstimate when someone will go for the unhook and teleport back. With undetectable you don't even have to worry about borrowed time. More often than not, I get back just in time to tunnel the unhooked survivor. If you are smart and place portals near the exit gates at the beginning of the match then Demogorgon has an amazing late game.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/700679#Comment_700679

    For you to go to heal in 8 seconds every time you're hit in the round because you front-loaded your inner strength tokens? Killer may as well GG at that point. 1 heal on demand is strong enough, you can find another totem if you want it again.


    lol, only if the killer deserved to lose in the first place. At most, this will result in a total of 5 heals between all survivors in a single match. Guess what survivors running around cleansing totems aren't doing. Generators. Survivors running around hiding in lockers is also an opportunity for a free hook if you catch them. Trust me. The game won't be broken if it was token based.

  • I think it should go to a token based system. If I cleanse 3 totems then I should get 3 heals.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/699343#Comment_699343

    I believe BT's effect being applied relies on the unhooker's proximity to the killer. So if the unhooker is awake and in Freddy's terror radius, then the unhooked survivor has the BT effect applied. That is what my common-sense assumption would be, based on the tooltips of both BT and Oblivious. In which case, the OP's assumptions are shaky at best (since Freddy only counters BT for sleeping survivors).

    And if that's NOT the case, then the developers really ought to clarify or amend.

    You need to read the perk descriptions. It is plenty clear how the interaction works. Proximity has nothing to do with how borrowed time works. Never has. It is based on whether the player with borrowed time is in or out of the killer's terror radius. Oblivious makes it so a player is always outside the terror radius until the effect ends. That means any sleeping survivor with borrowed time will not trigger the borrowed time effect. Pretty simple really.

  • @Spirez said:

    https://forum.deadbydaylight.com/en/discussion/comment/699387#Comment_699387

    The main issue I have is if I don’t put portals at the start of the game I never will because once I’m in a chase it will non stop chases until the game ends. I like to apply alot of pressure when playing killer. Constantly on top of people which is why even though I love ghostface as a classic killer, his playstyle doesn’t fit me. I hate having to sneak around for his power to work effectively. I just want to go and hit everyone and everything. Anyways since I’m in constant back to back chases there really isn’t a point for me even placing portals because id be wasting time instead ending the chase quicker.

    Look, play the game how you want to. But I don't think you are playing the character in an optimal manner by the sounds of it. I already gave you some suggestions. Try them or not. It's your choice. But I do think you should spend more time experimenting before complaining too loudly on the forums.

  • @Spirez said:

    Trapper? I can either setup portals risking 2 gens being done or I can go straight for the survivors since it’s obvious where they spawn at the start of the game. But if I choose option 2. I never end up using portals and which ever option I use rarely use the Shred attack unless they’re out in the open. I find baiting the shred ends up being way more useful than the actual use shred. Maybe when the hotfix comes I’ll use it more on loops for pallet breaks.

    TL;DR Portals feel like a waste of time and shred hasn’t been useful for me. Demo feels like a trapless trapper.

    I think you are still a fledgling Demogorgon. There is more nuance to this killer than I initially expected. Learning to use the portals correctly is a big part to playing this killer. You really shouldn't run around dropping all your portals at the start of the match.

    I would however, strongly encourage you to put a portal near an exit gate immediately. You don't want to find yourself in a position at the end of the match where all your portals are used up and you can't place one near the exit gate or alternatively just don't have time to get to both exit gates before they are opened. Placing portals near exit gates at the start of the match has always paid dividends for me.

    Another aspect of the portals is using them for information. You can get the killer instinct information if survivors are near portals. But you need to charge your shred attack to do so. So placing portals near key locations such as hex totems or hooked survivors and periodically charging your attack can give lots of good intel. Also, just good killer intuition and timing when to go back to a portal near a hooked survivor can really get good results.

    The point is that you don't want to use up all your portals at the start of the match since the battlefield changes as the game progresses. Drop one at an exit gate and another near your hex ruin and then get to hooking survivors. Then drop a portal near the hooked survivor and let the farming begin. If you are playing Demo like Trapper then you are doing it wrong my friend.

  • @thesuicidefox said:

    Freddy was in a good spot after his rework. He didn't need this.

    The Oblivious effect also negatively affects him since now some perks are useless on him, such as Unnerving which was useless prior to his rework too, and is no useless again.

    This new status is a bad decision. Just nerf OOO we don't need this.

    Anyone with 2 brain cells to rub together would gladly give up Coulrophobia and Unnerving Presence shenanigans to counter Borrowed Time. It's not like those are meta perks. While this change is a buff for Freddy it isn't going to have big implications in terms terms of where people will put him in their killer tier lists. I would classify this change as one of those intricate knowledge changes for both sides. If you are a survivor that doesn't keep up on the details of this game and like to use borrowed time then you might be in for a surprise.

  • @browalker15 said:

    Freddy can now tunnel survivors if he so wants to now off the hook if the survivor has borrowed time. With the new oblivious status effect to freddys dream word, if you have borrowed time, and freddy hits the person that gets off the hook they are pulled into the dream world. Since borrowed time works with the killers terror radius and freddys lullaby isn't a terror radius anymore he can chase the person with borrowed time off the hook and they can't stop their borrowed time meter while being chased. Was this intentional devs?!


    It's actually better than that. If Freddy hits the survivor going for the unhook they will be put asleep. If the player unhooking has borrowed time, but is asleep then borrowed time will not trigger in the first place. So Freddy counters borrowed time on both ends. Before the unhook and after. And to answer your question, yes it was intentional. Oblivious also has interactions with Diversion, Stake Out and Object of Obsession.

  • Oh, and the monthly reset combined with players returning because of the new chapter is the reason you are having trouble with matches. It's like the perfect storm. You get players who have been inactive for a while and therefore much lower rank than when they were last playing returning to the game. Someone who was rank 1, but took 2 months off would be around rank 15. Maybe that player is a little rusty, but they would still have red rank skills. In a week or so things will be normal.

  • Just for the record, it is impossible to derank to 16 because of losing matches. The only way to go lower than rank 15 is from the monthly rank reset on the 13th of each month. De-pipping from match losses will stop at rank 15.

  • You act like survivors start the game all bloody and hooked twice. Try running this OP combo for a few games and see how it works in reality. See how many gens you have left by the time you get up to this 34% penalty. None of these perks help you win chases. No bamboozle, brutal strength, fire up, spirit's fury, enduring, nothing that gives exposed or helps tracks survivors.

    You are using up your entire build to slow survivors down and the method requires winning chases. Also, survivors have plenty of perks that help counter thanataphobia. Adrenaline, Autodidact, Botany Knowledge, Inner Strength, Second Wind, Solidarity, and We'll Make it all help counter your build. If the survivors aren't trash then by the time your plan hits critical mass then the gens are already done.

    Am I saying your build is dumb? Nah. It's worth playing around with. But there is a big difference between how something works in theory and how it plays out in reality. If it turns out to be meta then survivors already have the tools to counter it.

  • How irritated I am from a hex totem being broken depends on two things.

    1.) How early in the match the totem is broken.

    2.) How close in proximity I am when the totem is broken.

    If I run directly to the hex totem at the beginning of the match and you've broken it before I can even get to it to try and defend it then yes, I very well might make it my mission in life to ruin your day. Is it your fault? Not really. It's really more of an issue with game design. IMHO survivors shouldn't even be able to interact with an active hex totem in the first 30 seconds of a match. None the less, I guess I am a less evolved being in that I will take out those frustrations on the player breaking my totem.

    The other thing that will set me off is survivor "cockiness". If I'm chasing a survivor and you are flagrantly breaking a totem when I am nearby then you will get my full attention for the rest of the match. To me, that is just a respect thing. Fair or not, when I'm the killer I get to decide what is fair.

  • A lot of the OP's post is pretty baseless or abstract whining. It doesn't matter how long this game is supported, balancing is a forever issue and truthfully it isn't nearly as bad as many players like to think it is. If you put 100 players in a room and asked each person to "solve" the game's balance issues, you would get 100 different opinions. They are doing the best that they know how. So scratch that off the list.

    Shard offerings for testing killers" appearing in my blood-webs despite owning every killer in the game- Big deal. Players are constantly forced to purchase things they will never use on bloodwebs. Would I prefer these things replaced with iridescent add ons or offerings I would actually use? Of course. In terms of priority, this would be near the bottom though.

    Infinity loops in some maps- Most of the time players refer to infinity loops that aren't actually infinity loops. Most of the time a window will eventually block off the loop. With that said, there are problem areas that should be addressed. It's an ongoing process though. They have addressed many such areas already and will continue to do so. Would I prefer that they worked on these faster? sure.

    No "exit" button in first screen (which means if my internet goes down when I enter the game, the only way to exit is ctrl+alt+delete) Meh.

    Infinite Loading Screens- fair enough. This shouldn't be a thing.

    Problems with localisation without fixes in 3(!!!) years // Dancing ping // Waiting for the lobby 100500 minutes for join to killer from another side of the world and 600 ping, and same situation for killers (just waiting is twice as long) I'm just going to group all these together. Most of this is like getting mad at the weather. A lot of it is beyond anyone's control and most of the time isn't an issue.

    Rank system what means nothing coz rotation of ranks in lobby can dance between 18 to 1 for everyone, and doesn't matter what rank you have. Fair enough. This has been a problem since forever, but in all fairness it is on the roadmap to be addressed this year.

    SWF and all problems with it SWF isn't nearly the issue that players make it out to be on the forums. There really isn't a whole lot that can be done about it either. The best thing to do is just accept it for what it is or move on to another game.

    TLDR: Basically everything brought up is either not that big of an issue or is in the process of being addressed. About the only thing I agree with the OP on is that infinite loading screens shouldn't be a thing and should have been addressed long ago.

  • Survivor Perks effected by the killer's terror radius:

    Borrowed Time

    Diversion

    Object of Obsession

    Stake Out


    The only 2 of which that see significant play are Borrowed Time and OoO. This gives Freddy a pretty hard counter for Borrowed Time, but OoO is kind of a mixed bag. The survivor gets more information on Freddy's location, but the reverse is also true.

    Unfortunately, there really aren't any killer perks that gain any kind of advantage by having no terror radius. But there is room for development there. If the right perk comes along in the future, Freddy could get a nice boost there. But this change definitely kills all the other terror radius related perks. Small price to pay for a BT hard counter imho.

  • Patch notes:

    The Nightmare

    • The Nightmare now applies the Oblivious status effect to Survivors when he brings them into the Dream World and they remain Oblivious for the entire duration that they spend in the Dream World. This is indicated to Survivors by the status effect icon on the right side of the screen. This change makes it so that The Nightmare has a constant 32 meter terror radius, however, Survivors do not hear it when they are in the Dream World. Survivors still hear The Nightmare's lullaby when they are in the Dream World, however, they are no longer affected by terror radius based conditions for perks (such as Coulrophobia or Overwhelming Presence). As a Survivor, if you do not hear The Killer's terror radius, you are not considered to be within The Killer's terror radius.


    I thought the notes were a little confusing. What is the interaction between terror radius and lullaby? These are 2 different things right? So if a survivor is awake and within 32 meters, the survivor hears both the lullaby and terror radius heartbeat, but if the survivor is asleep then the survivor only hears the lullaby? Am I understanding that correctly? So the only real difference is perks that effect terror radius right? Sleeping survivors will still know to get off a generator if they are asleep because they hear the lullaby when Freddy is within 32 meters.

  • NOED already increases speed. Combine the two together and that seems really unhealthy.


  • Luck doesn't have any effect on chests which seems like a massive oversight. It really should increase the probability of a rarer item. I'm sure many players just assume this is the case since it just makes sense. But those players are all wrong.

  • How much of a chore this game is really depends on the quality of survivors you're facing. Newbie survivors almost feel bad to play against. Kind of like kicking puppies. Intermediate survivors are the best. They are good enough to put up halfway decent chases once is while and understand the game well enough to stay on task and not farm each other too badly. You get interesting things that happen. A nice blend of "nice play mate" and "what were you thinking?" moments.

    But I agree with the OP that high level survivors are indeed boring to play against. You very rarely see anything interesting. The optimal play is gen rush and loop with lots of second chance perks and items. That's it. Over and over. There is no mystery what the survivors are going to be doing. They don't care if they are found. That just means chase points. They know all their buddies are slaving away at generators while they are being chased and even if they are caught they will have plenty of other chances to come back.

  • This thread should be re-titled "smoke where there is no fire"

  • Run Unnerving Presence if you want. But there are other factors to consider. Unnerving Presence (UP from now on) also shows up as a status effect on survivors screens. That means whenever you run UP survivors will instantly know if they are in your terror radius. This is a bigger deal than you might initially think. When survivors are working on noisy generators, they can't always tell when they are in the killer's terror radius.

    UP completely negates that. Even the most oblivious survivor can see an icon show up on their UI. That means survivors will have more notification and a higher likelihood of them having more distance on you when you encounter them. If you have a massive terror radius on a small map like The Game then this disadvantage is largely negated. But on most maps, this can really come back to haunt you.

  • @EldritchElise87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/682508#Comment_682508

    All the killer had to do was hit the survivor to end the stand off, and the survivor wins.

    All the survivor had to do to end the stand off was jump in the hatch, and the killer wins.

    You can see if both parties wanted to win, how that might be an impasse?

    Although as least survivors had some options, trying to bait a swing, going to finish the gens. All the killer could really do is just pretend to afk.

    I'm going to wave the BS flag. If the killer allowed a hatch standoff situation to happen in the first place then they lost. If the killer slugs the second to last survivor instead of hooking them, they have a 4 minute bleedout timer to find the last survivor. 4 minutes! If the killer can't locate a survivor in 4 minutes then that survivor deserves the hatch. If the killer fails to slug the second to last survivor then the killer deserves to lose the last kill. The killer also has the opportunity to find and down the survivor away from the hatch too. The killer always had opportunity and control over the hatch system. Too many just failed to realize their own failure and blamed it on the system.

  • @LordGlint said:

    To avoid super long hatch standoffs mostly... Theres been cases of hatch standoffs lasting over an hour. At least this way, it gives the killer a way to end the game.

    I hate this argument so much. I'm fine with the EGC and the killer shutting the hatch. But I've seen this argument made many times in the past and it always bothered me. The killer was always in control of when the hatch stand off ends. All the killer had to do was hit the survivor. Bam, end of hatch stand off.

  • I like to think of myself as everyone's frenemy.

  • Are you really asking killers not to kill you? To "play fair"? Look up killer in the dictionary.

  • Seems like a waste of resources and time.

  • It's always been this way. It works that way just to save time. If you are the last player alive and you get hooked then it's impossible to be rescued. If they changed it so it wasn't that way then the killer would just sit and wait until you run out of unhook attempts and you would die anyway. The .0000000000000000001% chance you have at survival with deliverance isn't worth wasting everyone's time over.

  • @SureSpear said:

    https://forum.deadbydaylight.com/en/discussion/comment/673915#Comment_673915

    I see your truth and raise you the fact that this isn't a coaching thread. It's a "Being bad at something is the first step to being kind of good at something," thread. If you've got nothing nice to say, feel free to move on.

    Except you are completely wrong. That is not what this thread is. I would argue it is the exact opposite actually. This is a thread designed to advocate complacency. The OP is stating that "just because you aren't good at x,y, and z it doesn't matter. As long as you contribute with whatever you can do that is good enough." Not only is that not true, but it also discourages player growth. People should acknowledge their weaknesses and attempt to improve upon them. Having a specialization or preferred play-style is fine. Using that as an excuse to not improve isn't.

  • @SureSpear said:

    https://forum.deadbydaylight.com/en/discussion/comment/673483#Comment_673483

    So do you just not understand wholesome intent or are you intentionally trying to start something?

    I'll see your wholesome intent and raise you the truth.

  • @LCGaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/673460#Comment_673460

    I mean that survivors who aren't good will fail against the new killer even if the new killer isn't playing optimally

    Once survivors learn how to counter a power even those who aren't the greatest will be able to win against them, of course it depends on the nature of the power but Demo seems to fall into that category

    We know that the devs don't balance around he top players so they look at statistics from the lower ranks (most of the playerbase) and decide too quickly to nerf or buff something

    They should wait a couple of weeks, see if the survivors still struggle or if they are already winning often and then make changes

    At which point in time the killer will have been purchased by 10's of thousands of players and any change made would cause a much bigger uproar and shouts of "bait and switch". Maybe, just maybe, let the devs do their job and make changes in the place changes are intended to be made... in the TEST server.

    I'm not even advocating that they do make changes. I haven't played as or against the new killer yet. The point I am making is that the PTB is intended to be a place for the devs to test content on a larger scale and make changes before it goes live. Demanding that devs don't make changes to stuff before it is a problem on live servers runs opposite to their goals does it not?

  • What is this thread?! It feels like the OP intended to reply to another post and instead started a new thread. Who are you even addressing this thread to? The mere idea that "all gamers are created equally and have equal value" is heresy. Gaming is a meritocracy. The player that is only good at working on gens does not have equal value to a player who is good at working gens and also good at keeping the killer occupied. The entire premise of your argument is inherently untrue. It's like you are trying to convince all of us that 2+2=4, but also 1+1 can equal 4 if it's good at hitting skill checks.

  • @LCGaster said:

    The problem is that the devs rely too much on statistics and they also don't wait before making changes

    The first week or two it's obvious a killer will be strong and get 4ks easily, survivors aren't used to them yet

    Devs need to wait a couple of weeks before making changes

    Look at Ghostface, he used to be really strong, in a couple of weeks people got used to him and now he's basically a standard M1 killer with almost no power

    I would also add that the PTB, at least for this game, is not a good way to judge how to balance. The rank is not considered, and people don't stay in it long enough to gather info

    First, I haven't played as or against Demigorgon yet so I don't have an opinion on his strength level yet. But I do feel the need to point out how flawed your logic is. It would stand to reason that both survivors AND killers are new to demigorgon. Why would survivors have a higher death rate against a killer who's players aren't playing it optimally? The only way this logic would hold true is if survivors have a much higher skill cap than killers. IE it is much easier to learn to play as a new killer as opposed to against a new killer. Is that what you are saying?

  • It's a good idea that the OP is suggesting. Other things I would like to see include having hash marks by players names in the UI indicating how far along they are in the sacrifice progress. I would also like to see a totem counter pop up when a totem is broken. All these things are information that players already have access to. It should just be included in the game.

  • @Hoodied said:

    Nobody said Demodog was being nerfed

    From what I have seen, the only good part about it is the charge attack with it

    The portals are too easy to get rid off

    Lol, nobody said all the other stuff was going to be nerfed during PTB either. Maybe Demigorgon gets nerfed. Maybe it doesn't. No one can say for sure until it's been in the hands of the masses for a while. It's dash range seems pretty strong to me though. I wouldn't be shocked if they tuned it down.

  • It's pretty pointless to post this kind of thread. They will nerf or buff the killer as they see fit for the sake of balance. As they do with all killers.

  • It's not the worst advice honestly. It's true that BHVR has a history of making changes to newly released content within 3 months of release. IMHO, most of the time the changes are reasonable and often to be expected. I'm not a fan of the Legion and MoM changes specifically, but most of the time I think the changes are decent. None the less, if you are a player that is easily disgruntled by paid content being changed after purchase then the OP is giving decent advice. Wait at least 3 months to be on the safe side. If you are a player who has bought previous content and were happy then you can purchase this one and expect to be happy as well.

  • Players on this forum have no idea how to gauge perk strength. This is still a very bad perk. Unless the killer is face camping this perk has Zero use. Z-E-R-O. It is almost impossible to abuse this perk. Think about it. What value to a team of survivors does a survivor on a hook provide? None. A survivor hanging on a hook longer is a survivor not working on generators or helping other survivors.

    If the survivors try and "take advantage" of that extra hook time they run the risk of a second survivor being hooked near the first survivor and that can quickly cascade into all survivors dying. That extra time on the hook could even backfire preventing someone from getting the hatch. The only thing good about this perk is that killers will know that it exists and perhaps help motivate them to not bother with camping. Using the perk is still a terrible idea for survivors. I welcome any survivors I play against to try and prove me wrong though =p

  • I've been kicking around ideas that would solve most the major issues players have with this game. I realize that too many people are entrenched in the current system so I don't think it's fair to those players to fundamentally change the game. But there is no reason that they can't introduce an alternate game mode that many would prefer. Take a look at this thread:

    @Dreamnomad said:

    What I'm proposing is a radical change from the current DBD experience. All I ask is that you read through the entire post before having a knee jerk reaction to any one part. This is not meant to be a replacement for ranked. Rather a different experience focused on the chase aspect.

    The Chase

    To help decrease down time on the killer's part looking for survivors, killers in this game mode can see the aura of survivors further than 45 meters away.

    Survivors have the reverse of this and can see other survivor's auras within 45 meters of themselves. Survivors in a chase will have many handicaps as explained later. This will help survivors coordinate better to help compensate.

    Survivors will not be able to use the same window or pallet more than once in a chase.

    Survivors gain a 2 second burst of speed when fast vaulting a window.

    Survivors that are injured in a chase have the "windows of opportunity" perk effect until the chase ends.

    Survivors can heal themselves to full health from the dying state. (think infinite unbreakable perk plus healing to full health) Slugging will not be a thing in this game mode.

    Pallets function very differently in this mode. Pallets break automatically when stunning the killer. The pallet stun time is 3 seconds. Killers breaking pallets by kicking will break in 1.5 seconds. Pallets respawn after 30 seconds. Killer perks that effect pallet break speed or stun duration are banned in this game mode.

    Bloodlust for the killer will not end until the survivor is put in a dying state, or the killer has lost sight of the survivor for an extended time. Breaking pallets or being stunned by a pallet does not end bloodlust. Bloodlust tier 1 activates after 30 seconds in a chase. Bloodlust tier 2 activates after 45 seconds and bloodlust tier 3 activates after 60 seconds. Each tier of bloodlust increases window vault speed by 10% and decreases pallet stun time by .25 seconds in addition to the current move speed bonuses. At tier 2 the killer will see the chased survivors aura for 1 second with 5 second intervals. At tier 3 the killer will be able to see the survivors aura until the chase ends.

    Essentially, if the killer chases the same survivor long enough, the killer will catch the survivor since the windows and pallets will be unusable and bloodlust bonuses are so strong.

    Survivor 3 Life System

    Survivors have 3 "lives". When the killer catches and puts them on a hook the survivor loses 1 life and is put in a ghost world for 45 seconds after losing the first life and 30 seconds after losing the second life. If the survivor is hooked in the basement, they will be in the ghost world an additional 30 seconds. While the survivor is in the ghost world they can not interact with any objects other than vaulting windows or other objects. The world appears black and white and the survivor can not see or touch the other players besides other survivors also in the ghost world. The survivor will not be able to see generators, totems, or chests either.

    The survivor will also earn bloodpoints for collecting orbs in the ghost world. Small orbs will be worth 25 bloodpoints and rare large orbs will be worth 100. The orbs regenerate over time and survivors will be able to earn roughly the equivalent amount of bloodpoints in the ghost world as if they were working on a generator solo during that time. The ghost world bloodpoints will go into a general pool. The general pool is applied to any category that doesn't reach 8,000 points, but will never raise the survivor past 32,000 total earned.

    After the timer is up the survivor will appear on a spectral hook at least 32 meters away from the killers current location. The survivor on the hook will see the shroud indication from Insidious around them. This indicates that the killer can not see them on the hook. Other survivors can see the aura of the hooked survivor and unhook them normally at which point they are back in the game. While a survivor is hooked there is no progress meter and there is no struggle phase. Survivors can attempt to free themselves from the hook, but the baseline success chance is 0% for the first attempt and increases by 1% for each attempt after. Attempts for the survivor to free themselves will take 1-2 seconds longer than the current system. If all the survivors are either dead, in ghost world time out, or hooked then the killer wins.

    Generators

    Once a generator is at 50% repair status, survivors will not be able to progress further without finding and installing a part for the generator. When a survivor reaches half repair state they will see an icon on the generator showing the color and shape of a part at which point the part will spawn into the world at least 32 meters away from the generator. If a survivor is within 16 meters of a part, they will be able to see the aura of the part. The aura will be color coded to a specific generator. Once the survivor has picked up a part, they will be able to see the aura of the generator that it goes to.

    Multiple survivors can pick up the same part, but once the first survivor installs the part it will be removed from all survivors inventories and survivors that had the part will no longer be able to see the aura of the generator. When a survivor with a part returns to the generator, they will receive a 1000 bloodpoint bonus for installing the part. If the generator is no longer at 50% repair status due to the killer kicking the generator while the survivor was looking for the part when they install the part it will repair the generator progress up to 25%, but will not raise the repair state past 50%.

    When killers kick a gen, there is 5% immediate damage to the generator. 

    If one or more survivor(s) are dead (not just in the ghost world, but permanently dead) or DC then any generator that hasn't already reached the "part missing" stage will not be missing parts. The killer will also lose the 5% immediate kick damage to generators.

    General Changes

    Offerings are restricted. Only offerings that affect bloodpoint gains can be used.

    Some perks are banned. Either because they would be overpowered in this mode or because it is redundant.

    1. Endurance. OP with pallet system
    2. Spirit Fury. Redundant with pallet system.
    3. Fire Up. OP with chase system.
    4. Brutal Strength. OP with pallet system.
    5. Bond. Redundant with aura system
    6. Kindred. Pointless with spectral hook system and aura system
    7. Empathy. Redundant with aura system
    8. Windows of Opportunity. Redundant with chase system
    9. Slippery Meat. Pointless with 3 life system.
    10. Unbreakable. Redundant.
    11. No Mither. Redundant.
    12. Break Down. Survivors are rescued from spectral hooks can not be seen or interacted with by the killer. Breaking those hooks is pointless.
    13. Distortion. The tokens would be lost very quickly from the innate aura reading of killers.

    Bear in mind that anything in this system could be changed if there was a problem discovered during play testing. It's the concept that I'm trying to promote. Any suggestions are welcome. Thanks for reading.

    TLDR: I propose an alternate game mode that resolves most the major issues players have with the game while being focused on the more exciting aspects of the game. This would be a very different experience than standard DBD. Killers can see survivor auras further than 45 meters and the bloodlust system would be revamped to make killers much stronger in extended chases. Survivors can see other survivor auras within 45 meters, have the "windows of opportunity" perk effect active while injured and in a chase, have 3 lives, when hooked survivors go to ghost world where they can continue accumulating bloodpoints, and have a secondary objective while working generators. There are lots more details, read above.


    This is the relevant passage that describes my solution to camping:

    Survivor 3 Life System

    Survivors have 3 "lives". When the killer catches and puts them on a hook the survivor loses 1 life and is put in a ghost world for 45 seconds after losing the first life and 30 seconds after losing the second life. If the survivor is hooked in the basement, they will be in the ghost world an additional 30 seconds. While the survivor is in the ghost world they can not interact with any objects other than vaulting windows or other objects. The world appears black and white and the survivor can not see or touch the other players besides other survivors also in the ghost world. The survivor will not be able to see generators, totems, or chests either.

    The survivor will also earn bloodpoints for collecting orbs in the ghost world. Small orbs will be worth 25 bloodpoints and rare large orbs will be worth 100. The orbs regenerate over time and survivors will be able to earn roughly the equivalent amount of bloodpoints in the ghost world as if they were working on a generator solo during that time. The ghost world bloodpoints will go into a general pool. The general pool is applied to any category that doesn't reach 8,000 points, but will never raise the survivor past 32,000 total earned.

    After the timer is up the survivor will appear on a spectral hook at least 32 meters away from the killers current location. The survivor on the hook will see the shroud indication from Insidious around them. This indicates that the killer can not see them on the hook. Other survivors can see the aura of the hooked survivor and unhook them normally at which point they are back in the game. While a survivor is hooked there is no progress meter and there is no struggle phase. Survivors can attempt to free themselves from the hook, but the baseline success chance is 0% for the first attempt and increases by 1% for each attempt after. Attempts for the survivor to free themselves will take 1-2 seconds longer than the current system. If all the survivors are either dead, in ghost world time out, or hooked then the killer wins.

  • The fake pallets are fine. No need for a nerf.

  • To answer the OP, the killer isn't breaking any rules.

    But I would like to speak to the others calling it "bad game design". While I can understand where you are coming from when you say that I have to disagree. It's the goofy crazy things like this in the game that give it a lot of it's charm. What really makes this game special to me is that there are very few rules in the game. It is up to the players to decide what is fun for them.

    Some survivors might not find it very amusing for a killer to do this to them, but guess what? When you log in and play as a survivor, you are also signing a consent form to be a killer's play thing. These are the games that are memorable and interesting to me.

    I've done lots of abusive things to survivors in my games. I've slugged two survivors near an exit gate and let them race. The winner gets to escape and the loser gets picked up and put on a hook. Pre-EGC I've played as Doctor and killed all but one survivor then forced the survivor to work on generators. Whenever the survivor fails a skill check, I shock or hit them. Then when the survivor finishes the last gen, I kill them. I've played games with the trapper where I'll set up all my traps in one area of the map then catch a survivor and drag them to the center of my trap maze and release them. If the survivor can get out of my rat maze without stepping on a trap while out running me then I'll let them escape, if they fail then they get face camped. Why? Because I can and it amuses me.

  • What I do is keep my bloodpoints around 900k. Unless a whole lot of party streamers show up in a game, it is unlikely to get more than 100k in a single match.

  • I would take games where there was a 4 level average difference if it meant faster matchmaking. This really isn't that big of a deal. If you forget about whether or not the survivors escaped, you made decent bloodpoints.

  • Can I just say that it's kind of nice to see a discussion about the strongest killers and see Freddy's name being tossed around regularly without it being a joke? They really did a great job with that rework.

1 … 38 39 40 41 42 … 71